All the new Cyberspace levels in Sonic Frontier's final DLC: Final Horizons. Completed with an S Rank 00:00 - 4-A 02:05 - 4-B 03:33 - 4-C 04:45 - 4-D 05:42 - 4-E 06:38 - 4-F 07:31 - 4-G 09:01 - 4-H 11:28 - 4-I
I love all the alternate paths in these levels. The freedom to move around, choose the path you wanna go, it sorta reminds me of Adventure style levels
I know some people find these levels gimmicky, but honestly I just like how complex, varied and dynamic they are. Showcases that this type of playstyle isn't going anywhere even if the boost were retired. Part of Sonic is this trail and error type of obstacle course that can easily stand side by side with the Open Zone format. Hopefully, the criticisms of control along with original themes reached the team and the higher ups. Seeing some of these levels with a more original coat of paint would have been visually stimulating.
Actually I believe these levels have the same terrain as the original cyberspace levels on ouranos. Just with a lot of extra assets. 1-A for example is clearly generations green hill
3:34 never thought I'd hear anything remotely close to Hardstyle in a Sonic game. Is Sonic's music producers or in the best there definitely way up there, especially in terms of diversity.
while im not sure about the others, i do genuinely agree with that for 4-B. it gave me a reality check on just how much we cheated by having the ability to fly when racing sonic in sa1 😂
True, but I still prefer Generations stages due to the physics of the game being accurate and Sonic truly running in the speed of sound; the Cyberspace levels are simply broken physics with lots of cheats in it. Wish Sonic Team stayed with the physics of Unleashed and Generations
@@leonardowynnwidodo9704The Cyberspace levels physics are far from "broken but with cheats" lmao. They definitely need tweaking but they're not broken or feel like just cheats were added to them.
Principalmente es por que esto iba a ser el final verdadero por que sonic team no es tan descarado como cierta compañía que empieza con E y termina con A como para vender el final verdadero de su juego aparte
As a 100% legal Sonic Frontier cyberspace speedrunner (you can watch some of my runs on my channel) Here's some pro-level tips that I can share with you for getting better times 1. BLJ Not to be confused with Mario's "backwards long jump" The boosting long jump enables you to jump long distances without any hacks Jump once, boost, then perform the 2nd jump 2. stomp jumping If you want some consistency in jumping, perform the second jump from the stomp attack (by holding the stomp button ) 3. Spin dash X2 If you Launch yourself into the air using the spindash You can carry the momentum forward by switching to boost This will launch Sonic into a speed that is as fast as the homing dash without using the homing dash exploit
4-A gives me feelings of both Honeycomb Highway and Grand Metropolis/Power Plant from Heroes, specially at the giant honeycomb at the end, before the goal's honeycomb-
Really curious to what the player feedback for a possible Frontiers 2 will be. At first people considered the cyberstages the weakest part of the game, then they saw how creative they could be in the final island, then added momentum, then the spindash, and now here they seem even crazier. Will people be like "Go even crazier! Go less crazy! Take them off! Give us more!" or what. Curious to how fans will respond to cyberstages now and what they'll want from the future.
I think a majority of feedback is positive. And some fans I think are showing their skill issue cause these levels don't railroad the player near as much and expects them to learn the level.
@traionjones711 pretty sure it's already been said that the Frontiers formula is going to be the formula for future 3D installments for the tome being.
I love how they took a "GIT GUD" approach to complaints about bottomless pits. There's so many pathways and clear warnings, that even though there's tons of places to fall, it's hard but fair.
Sonic Frontiers as a whole stole my ideas for a Forces DLC I wished for. That was gonna have open world, combat, Super Sonic fights, playable Sonic's friends and much more!
Here's what I would name these stages: 4-A - Sunset Hex 4-B - Scampering Hill 4-C - Bamboo Highway 4-D - Facility Labyrinth 4-E - Chemical Dash 4-F - Factory Frolic 4-G - Sole Power 4-H - Airspace Aerobics 4-I - Gravity Rush
Just got the CD soundtrack for this games 3rd update The Final Horizon the mail today at 2:34p.m. and it's the Sonic Frontiers Expansion Soundtrack: Paths Revisited CD and I'm listening to it while watching this! 6:19p.m. 12/19/2023
@@michaelcastillo619 Idk what “Subhuman” is but you may be referring to “Love the Subhuman Self”, the theme song of the best female character in video game history, Millia Rage from the critically-acclaimed fighting game “Guilty Gear Strive”, which is available now on Steam, Playstation 4, Playstation 5 and Xbox Series S|X consoles.
3:54 how do you jump there? I've been trying for awhile, and I can't seem to get it to work. It's almost like I'm hitting the cinematic portion earlier than everyone else...
As someone who only jumped back on the game from playing at launch, is there something I'm missing that was added in another update to be able to go faster in these levels? I'm at least 20 seconds slower when still copying everything in this video (specifically 4-B).
Indeed, to get power boost you’ll need to S-Rank all cyberspace challenges from the main menu. To get spin dash you’ll need to S-Rank the yellow orb challenges on every island (not in new ouranos). It’s time consuming but it’ll be worth to make cyberspace more fun and consistent. The easiest one would be the cyberspace challenges, because it’s the quickest.
And to kill time: You can also play the Batlle rush modes to defeat all the enemies (in the base game) Finishing the 30+ minute "all islands" challenge unlocks EXTREME difficulty.
Find the animals roaming around (they're quite small and hard to find), once you find one, you have to bring it to a cyber ring with an arrow on top. Only jumping and dash panels are allowed while carrying animals
Took me awhile to realize... WHERE IS SKY SANCTUARY!?!?!?! there are no levels with the sky sanctuary background!!! Well, I have a few good explanations: 1. The sky sanctuary aesthetic are dominated by 2D levels. The Remade sky sanctuary levels, and Rooftop run rage level. None of the levels are 2D to give the players a good feel of openess. 2. the only 3D levels of sky sanctuary are 2-2 dragon road. which is very short. and 3-2 Sky sanctuary. that level is already very open and even crowded on its own, so I feel like the devs trying to one up the level will be very hard. 3. Notice every Level aesthetic has consistent gimmicks? Green hill has the rocket boost, Chemical plant have too many zip handles and launch ramps and Eternal Highway has too places to boost. what can Sky sanctuary have? revolving platforms and teleport orbs? I think the devs ran out of gimmicks to include for the new DLC. or you know, there's only 9 levels to work with. Just my take. but do let me know what could be a reason why Sky sanctuary is left out. 2 is my best guess
You have to have access to Ouranos Island, the game tells you there is a portal there that leads to "Another Story", which is just Ouranos with new content like this
Asset vomit at it's finest. I didn't particularly enjoy most of the original Cyberspace stages, but I could at least tell what the hell I was looking at. Not to mention I _had_ something to look at, 4-D is such a pop in disaster.
By the time Sega releases a new jet set radio game, they won't have any good soundtracks to create since they've wasted them all on shitty sonic games like this 🤣